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Survival Worker Placement Game

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ryanfreeberg
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Joined: 10/31/2015

Hello all,
I am currently working on a game that is a survival worker placement and base building type game. It will play similarly to Stone Age/Agricola/Dead of Winter. Its post apacolyptic (not zombies). Each player has a home board in front of them similar to Agricola/Caverna. It has squares to build certain things on. There is also a main board that has locations, Similar to Stone Age. they start out with two workers and place them in turn order. The resource collecting will work similar to stone age but a little different. Each location has certain types of resources, many of the locations have some of the same ones but might be more accesible depending on where you are. Each of the locations resources has a number by it. Example: The gas station has = Gas-3 Junk-4 Food-5 Weapons-6. Depending on how many workers you place there, determines the amount of dice you roll. you then roll the dice and you can get up to the sum in loot. Say I placed 2 workers at the gas station, and rolled a 3 and 4. I can spend 7. I could get 2 gas, a Gas and a Junk, or i could get a junk, food, or weapon. Only up to 7 though. And the police station has weapons at a lower number and the grocery store has food at a lower number. so on and so forth. On a players turn he can place workers on the main board or at his "Camp" (homeboard). He places them at his camp to do certain things like build shelters or farm or construct walls. So you have to balance out sending people on supply runs to the "City" (mainboard), and having people stay and work at the Camp (homeboard). That part I have a pretty good idea of how I want it. The part I'm struggling with is that in order to build better shelters (to hold more workers) or any buildings or upgrades to your camp, I had one of the spots on the main board be the Library. The library you can get Blueprint Cards. Blueprints allow you to construct new features in your camp. Example: you start out with a shelter that holds 2 people, but you can build a normal shelter that holds 1 worker whenever you want by spending the necessary resources and placing a worker where you want it built. later on you want more survivors so you want to build more shelters. But you get the blueprints to build a "TENT" so you can build tents which are more efficient. Or you get blueprints to build a Cabin, or a Woodcutting lodge, or a water catcher. so on and so on. I was wondering if anyone had any Ideas on how to implement these blueprint cards into the game?
Do I have a deck that has them all in it? what happens when you draw one? does it go by your homeboard so you know what you have blueprints to build? does that mean theres a limited number of the same type of blueprint in the deck?

Any Ideas would be appreciated.

The rest of the synopsis for the game is simply that all the players are fighting over the resources of the main board while also trying to build up their camp to make it more effecient and to get Victory points. Which is how you win the game. At the end of the game you add up things you have at your camp and your workers and other things like that and who has the most VP's wins. Players can also go to a space that lets them "Explore" where they are gone for the whole next turn but can come back with better loot, but it is very dangerous. Players can also try and steal things from other camps and fight other workers at the same location for more resources and such.

But for now I am mainly hung up on the Blueprints. So any ideas or feedback would be much apreciated.

Thanks Guys!

Gabe
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Joined: 09/11/2014
You mentioned that the game

You mentioned that the game would play similar to Agricola.

Have you thought about blueprints being made available as game rounds go by?

ryanfreeberg
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Joined: 10/31/2015
Blueprints

I was thinking about having a side board with 12 "rounds" on it. After every round an event card would flip causing an effect to all players such as "Storm" or "Food Shortage" and good things as well. At the end of 12 rounds the game ends. Maybe on that board, every round unlocks a certain tier of blueprints? preventing people from getting way ahead of anyone else. I like that. So the first couple rounds there are a lot of pretty standard blueprints available. But later on there are more advanced ones that cost more. and maybe you have to go to the library or townhall to purchase a blueprint?

Thoughts?

Gabe
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I like that idea a lot. It

I like that idea a lot.

It mitigates luck in that a player can't draw a bunch of good cards while another player draws crap.

It allows the game to build up to a strong finish as you can control when certain blueprints become available. This is better than a player drawing the best blueprint on turn 1 and similar scenarios.

It gives the players options. "Do I snag that blueprint now or do I wait another turn?" etc

ryanfreeberg
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Joined: 10/31/2015
Awesome

Awesome.

Any Input on the "Explore" space?

A player can place a number of workers there, once the round is over and the players retrieve all their workers, that player leaves those workers on the board for the whole next round. (simulating them being gone for a while). At the end of the next round the player picks a card from the Explore deck and retrieves his workers with everyone else. In the explore deck might be cards like vehicles that give you advantages when getting resources but need to be powered by gas and so forth. To make the explore option not overpowered, there were going to be bad cards in it as well. Like bandits or accidents. Example: there might be a bunch of bandit cards in the deck with different values in the corner. If you pick a bandit card after exploring, your worker must have a greater strength than the bandits, otherwise they are killed. You get strength with weapons. You put the weapons down by your homeboard and the weapons strength would apply to 1 or more workers of your choice (stated on the weapon card). If you defeat the bandits, you pick the next card in the exploration deck. But Accident cards cant be prevented or fought.

Any Thoughts?

Zag24
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Tech trees

Dude. Vertical white space. :-)

How about if your library has a few tech trees, perhaps Building, agriculture, and food storage, maybe even weapons and armor, if there is fighting. Each tech tree would have 4-8 levels, depending on how many turns you expect the game to last.

If I allocate a worker to the library, I can immediately jump to the highest "known research" in any one tree. If I already know that tech, I can advance the tree by one level. When I do this, only I can use the new level until the end of the round following this one, when it becomes "known research" (which you indicate by replacing the player-colored token on the tree with a neutral-colored token. So the player who researches a tech level has one full round of exclusive access.

On the other hand, if I don't bother to do research and just wait until others have researched several levels up, then I can jump right to the highest level without bothering with the steps in between.

ryanfreeberg
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Good Idea

Thats a great idea. It might be a little complex for the vision I have for the game, I think Im going to go with each round more blueprints are unlocked for different things like farms and buildings.

But that idea was great I'd love to hear anything else you have?

Gabe
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I like the workers being

I like the workers being absent while they "explore." It gives the game a bit of push your luck which works really well in the post-apocalyptic genre.

Do you get to draw one card for every worker you allocate?

Or would sending more workers give you a higher chance of success if you run into obstacles?

Or both?

If you're going to have a wide variety of items in the explore deck, I'm wondering if it would be better to have multiple decks. For instance, if a player wants to find a vehicle, he could go to the Used Car Lot. If he wants to find higher level weaponry, he could go to the National Guard Armory. Etc.

Also, it might be helpful to have 2 zones for exploring to help the players keep track of when they placed their workers. One zone for the initial explore action to remind players to keep the worker on the board and one zone to move the worker into to remind players to pick the worker back up and draw cards.

ryanfreeberg
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Explore

The idea was that the more workers you put there, the better chance they have against obstacles. Otherwise people could get a bunch of weapons and put a load of guys on it and pick 5 cards. So yeah you only pick one card from the explore deck. Its supposed to simulate going and stumbling upon little towns with supplies, or trucks on the side of the road. Thats why its random and they cant really choose what they want to find in the Explore spot. If they want a very specific item, they will have to go to one of the other spots on the board that garantee's them that item (if they roll a decent amount).

But I totally agree about having two spots on the Explore Space for people who are out exploring on that turn and people who get put on it in the same turn. That way things wont get mixed up. Good Idea.

Keep the feedback coming guys! It's helping a lot.

ryanfreeberg
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Ideas

Does anyone have ideas about fighting and stealing. For instance. If there are 4 spaces available at the gas station and I have 4 survivors there, my opponent cannot go to the gas station. I'm trying to think of a way that allows other players to "chase off" players that fill up spaces. (be that one or more players occupying the space). I wanted to implement the weapons into it somehow as well. I dont want it to be too complex though.

I was also thinking of players being able to sneak into other players Camps (home boards) and stealing Equipment cards or weapons. It shouldnt be too easy though.

Any Ideas?

Midnight_Carnival
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not all workers are the same

firstly, thanks for not making it another zombie apocalypse type game. I love zombies but seriously, we have enough of them in real life.

Next, my ideas centre around the notion of limiting the number of workers either through the rules or by making it nearly impossible to sustain more than x no. workers because the game doesn't work like that. If you see any ideas of mine you like use them, if not... well it's not as if anybody pays me to share my opinions at random anyway ;)

The basic dynamic behind survival type games is usually that you have to make really, really hard choices, like if your mother was infected with the virus would you shoot her before she turned, etc.
This would be almost totally lost if your survivors were just little meeples.
So I thought that maybe suvivors who you turn into your workforce might have a few qualites - to make it simple and limit needless role-playing elements I thought that they could be no more than 6(?) workers would have different STRenght, INTelligence and CONstitution as well as Health, Food (in their stomachs) and Comfort.

The way I'm suggesting it goes is that you have choices to make, that every however many turns or after whatever even you get points. You can use these points to upgrade your stuff or you can use them to upgrade your worker stats.
I don't know if you'd have random event cards or anything like that but post apocalyptic senarios generally involve radiation, diseases, wild animals, etc.
Building a med cabinet and turning it into a clinic gives your workers a better chance of surviving a disease, but then if nobody had an INT score over 4 (with 10 being average) it is unlikely that they will be able to administer the treatment effectively, also med supplies run out quickly and are very, very hard to make out of junk you find lying around in shops, etc. The other option is to just increase the CON score of your workers individually, but then you have the problem of them being unhappy becasue you don't have all the fancy bling in your base like running water, etc.
Basically it comes down to you not being able to plan for every eventuality so you have to take chances. Going full tech runs the risk of your geeky scientist type workers falling prey to all manner of (non-zombie) horrors int he post-apocalyptic world, going full caveman means you have hellava tough workers but I assume competition with other players comes into it somewhere and so you'd be bringing bricks and planks to a gunfight (metaphorically of course).
Obviously in this sort of senario the tech exists already but it needs the right skills and knowledge to repair, operate and maintain it so while you won't be inventing new things, you might be finding new innovative sollutions and inventing makeshift copies of existing things.

Also, if you have event cards, you may consider some being limited to your 'home' area and some effecting the whole map and or every player on the board, there would be no way of telling which you'd picked up until you read the card. It could be good or bad, for you or for everybody.

-like I said, those are just my ideas and they might not work with your game at all. I haven't played any of the games you mentioned so I don't know if I'm re-inventing the wheel (a useful skill in post-apocalyptic senarios!) or suggesting things which just don't go, but if you see anything you like, adopt, adapt and develop.

Happy survival.

JayProducer
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Have you checked other game

Have you checked other game similar to see how your mechanics will be different? Have you worked out the mathematical calculations to see how a balance is in place?

It sounds like an interesting game. Perhaps and outer board section will help with keeping track of things during a building phase perhaps or how much resources you have.

ryanfreeberg
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Good Idea!

Those are really good ideas! I am trying to make it not too complex so I dont think i'll go with each survivor having a different strength and constitution and all that. But What you were saying about having it be really hard to survive and make choices was good. After every round, the players have to feed their survivors. And it isnt the easiest thing to feed them so you have to focus a lot of your time to making sure you have survivors getting food. So you can't just neglect searching for food. Also, If your survivors go starving for 2 consecutive rounds, you'll lose one of them to a different player that has more food. So they will kind of "desert" you for a different group because they can actually feed their people.

So Those are the kinds of challenges in the game, it definetly wont be easy to survive.
Thanks for your ideas I'd love to hear more!

Gabe
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Check out sons of anarchy

Have you seen the mechanics in the new sons of anarchy game?

Check out the gameplay here: https://boardgamegeek.com/video/50260/sons-anarchy-men-mayhem/sons-anarc...

The combat system is really simple and something similar might work for your game.

Also, you might be able to use a similar system of upgrading your workers. In SoA, a recruit upgrades to a club member to give you more benefits and whatnot.

ryanfreeberg
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Sweet!

Thats pretty cool, I think I could tweak it and make a combat system based off of it. Thanks for the idea.

Still want to hear peoples ideas. Thanks guys!

Midnight_Carnival
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the problem with desreters

I don't know how the deserting you thing would work practically.
I'm looking at how it could be used strategically (eg: deliberately witholding food from your workers to overpopulate people who have stored food up) but from what I can see that would put you and them at a disadvantage, you wouldn't be able to gather resoruces and they'd have too many people too soon.
Perhaps the other players should have the option to recruit workers who become availible?

Also, if I understand your game properly then what I can see suggests more problems of over-population than under-population which I can't imagine being the case in a post-apocalyptic senario. You need a lot of workers to make stuff happen, they don't die when you stop feeding them, they just go somewhere else, there is limited food so you could end up with lots of "floating" workers. I think that in reality these people would band together and attack others overrunnig their settlements.

As for combat senarios, I'm trying to come up with some which don't involve any stats. Resoruces could be used in combat so that stuff which could be used to make your workers more comfortable and more productive ends up being used to go and fight - that makes it that war becomes an economic exercies and the richest guy wins which we all know is not the case (under breath !ahem, Vietnam, ahahemm!)
Spending resorces on war could set your development back, that coupled with a shortage of workers could make it harder for you to earn more resources and so you'd become more vulnerable to other players.

As for the combat itself, I suggest there are 2 basic types of attack, ranged and melee, ranged attack methods would mean your workers stand a greater chance of surviving a round of combat but they would cost a great deal more resoruces, especially the types you use to make more resorces with, when the ammo runs out your fighters revert to melee combat. Melee combat would work if you can simply "throw men at it", if you don't have enough people it wouldn't be a viable option.
The way I see it you'd need to equip an army before sending them out on a raid, they'd get whatever improvise weapons and armor they could and then you'd need to send so much food per player per turn you estimate they'll be out. Win or lose that food is spent. If the battle lasts longer than you anticipate, your army withdraws and you automatically lose the battle. You can send even more workers to transport additional supplies, but this costs resources (food for those transporting and resorces spent getting the supplies to the battlefield) and there isn't the option for the retreating fighters to happen to 'stumble across' the supplies on the way home and turn back to fight. You end up with a lot of hungry useless people at home and the supplies intended for them are taken by the enemy if you find that your army has to retreat before you can resupply them.

If you win you can loot resoruces from your enemy and don't have to pay for your workers turned fighters to carry it back but they can only carry so much and any extra ammunition (expensive and hard to make) counts as space they could be using to take resources home.
This would make combat a messy and impresonal exercise the point of which is to convert workers into resoruces (if you win) it would however solve the overpopulation I foresaw problem shoudl one arise.

Jarec
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This thread has already gone

This thread has already gone places, but I really wanted to reply to the original post.

Quote:
Say I placed 2 workers at the gas station, and rolled a 3 and 4. I can spend 7. I could get 2 gas, a Gas and a Junk, or i could get a junk, food, or weapon. Only up to 7 though.

This mechanic as is, might be a bit too simple and luck dependant. An idea sprung immediately to have something to mitigate this dice roll. The player who rolls only 1's might have his dudes more energized as if they were slacking during the hauling operation, or just were unable to do the physical work. This extra energy might be put to use somewhere else. And of course the other player who rolls only 6's, has his dudes spent, unable to do anything else after hard days work.

Quote:
blueprints

Tech tree was already suggested along the way, here's my twist on it:
How many types of blueprints would the game have? Better manufacturing, housing, food production? If only a handful of types are present (or other types can be merged into the main ones) there could be a tracker on the home board for each.
Meaning that when a dude comes back from a library after studying about tents you may nudge the housing tracker forward. And when you decide to actually produce better housing, you'd check the level of it from the tracker.
It's a bit more abstract than the above.

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